When drawing different drawables, using different programs or different textures that should have
common (or separate) view and projection matrices, it can be useful to use a
GlScene object contains and holds:
The scene can combine these with each drawable’s model matrix, to create the famous model-view-projection matrix. In GLES terms, you can think of a scene as a simple matrix holder.
When using scenes, drawing should be performed through the
val scene = GlScene() // Set common view and projection matrix in the scene object. setProjection(scene.projectionMatrix) setView(scene.viewMatrix) // Draw with common parameters scene.draw(program, drawable1) scene.draw(program, drawable2) scene.draw(program, drawable3)